Posted: Sun Jun 29, 2014 12:26 pm Post subject:
Using aircraft carrier as base defense weapon?
Subject description: Somehow the planes did not land and reload properly :3
Hi what's up? sorry my poor english
Anyone here try to make this work before? I trying to built a base defense that will launches small drones that automatically engage the enemy within range, it works like a aircraft carrier.
But the problem is when the drones return to its parent building, it will try to land but as soon as it touched the ground it flew up again, and land again and it repeats, and it won't reload.
If this done correctly, the drones should have been disappears after landing, and launches again after reloaded. I don't know if this can be done but I tried, it must be something missing.
Not support Infantry
Not support turrets
and more :3
Yeah kinda silly thing to do , I'll use some extremely small airpad as the so called carrier, and the hornets will be the "drones"..
And it will have some pretty ridiculous weapon range too, like 20 cell guard range. It's like a alternative to Grand Cannon but at least this weapon doesn't do no harm to friendly unit as the hornet's weapon cells-spread is like .3.. QUICK_EDIT
and also when the vehicle will back to the spawner causes IE
You sure? I'll try it out, but haven't have any problem with my "land carrier", a vehicle that spawns hornets, it has 2 hornets in it. Game haven't crashed since.
I'll hate to have the game crashes out on me , I've spend countless hours searching for the error that causing it to crash, 1 mod at a time. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jun 29, 2014 6:23 pm Post subject:
lol, a single spawner does not crash if properly coded. See the dozens of mods which actually had this working, like CW had a building, RedRes still has one, so on, so on... _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
lol, a single spawner does not crash if properly coded. See the dozens of mods which actually had this working, like CW had a building, RedRes still has one, so on, so on...
The above setup worked great, I've built multiples, about 25 something, and have the AI player timed to paradrop every single minute, and watch that swarm of drones takes out those enemy like it was nothing lol. No IE so far.
But discovered some problem while in it, some random drone still failed to land on the spawner, it circle around the top. If you ignore it, it will circle the whole day until it gets killed.
To make it land I'll have to manually select a random target, so it will engage the enemy and return to spawner, second attempt always worked though. QUICK_EDIT
Yeah, like slaves, but slave logic was used to mine ores. What my plan to do is (actually the code was finished, because of spawner limited logic, it failed):
Guard towers will spot enemies and because of that spot, a guard/ maybe 2 guards will go outside the guard towers to attack them, and after the enemy terminated, those guards will return to the guard tower _________________
Quote:
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